Thanks man. And thanks to the above for the comments and feedback. Sure, below is a brief overview of the project. A lot of the process is probably common knowledge to most artists here, but guys new to environment art may find it helpful. I usually go about creating prerendered environments by breaking it down into…
Try turning off irradiance caching. It's a fairly big overhead for rendering but you won't see the benefits for low poly meshes (in fact, if it's low poly enough it'll look worse in renders). But the renderer is gonna be handling a ton of stuff that games engines won't be dealing with.
Sorry to necro this, Joe, but I was wondering if there's been any updates as far as Render Passes go? With some of the realtime renderer's being used for film (like Unity's Adam), rendering out passes from Marmoset could lead to some nifty small scale projects.
To get Beast to jive with normals and spec you need to use dual lightmaps w/ deferred rendering enabled. It should be under light map bake settings under mode. And to enabled deferred rendering it should be under Edit-Project Settings->Rendering Path -> Deferred.
Ah... figured out how to do it within the Renderer: Render Set-up ---> 'Renderer' tab ---> untick Anti-aliasing, untick Filter Maps, change 'Filter' in drop-down menu to "Catmull-Rom" Any idea on how to get this effect inside the viewport itself?
You need to change the renderer to use the materials. Its the same like if you would use mental ray materials without the active mental ray renderer. I guess it was under the "common" tab in the "render" menu. You need to scroll down to the buttom to change it.
As long as your render engine is set to Mental Ray it shows up in RTT. The MR-AO material does a few cool things the most common is for beauty renders, you apply the material to everything and render out AO and multiply that over your first pass.
I am really intrigued by your render settings. You get some really nice results. Do you just overlay a film grain over the entire image in photoshop or is that a render option? Also what package are you rendering in? Nice modeling by the way
On your 'About' page, you are inconsistent with version numbers for software; it's included with Maya and Photoshop, but not 3ds Max; it doesn't really mean much, but you should either include all or none. On the APC, the front 'fenders' are far more tesselated than the rest of the vehicle. The texture is also very…
You could improve the rendering of it. The current batch of renders look flat and boring. Find a good hdri maybe a sunset and use that for renders. A small scene around the tank would be even better but not necessary. Also it would be good to add a wireframe of your model and a uv layout.